/**
 * Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
 *
 * You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
 * copy, modify, and distribute this software in source code or binary form for use
 * in connection with the web services and APIs provided by Facebook.
 *
 * As with any software that integrates with the Facebook platform, your use of
 * this software is subject to the Facebook Developer Principles and Policies
 * [http://developers.facebook.com/policy/]. This copyright notice shall be
 * included in all copies or substantial portions of the software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

namespace Facebook.Unity.Tests.Canvas
{
    using System.Globalization;
    using Facebook.Unity.Canvas;
    using NUnit.Framework;

    [CanvasTest]
    [TestFixture]
    public class UserAgent : Facebook.Unity.Tests.UserAgent
    {
        [Test]
        public void VerifyUserAgentWebGL()
        {
            string expected = string.Format(
                CultureInfo.InvariantCulture,
                "FBJSSDK/1.0.0 FBUnityWebGL/{0} FBUnitySDK/{0}",
                FacebookSdkVersion.Build);

            this.VerifyUserAgent(expected);
        }
    }
}
